
// G_game.c

#include <stdio.h>
#include <string.h>
#include "DoomDef.h"
#include "P_local.h"
#include "map.h"
#include "soundst.h"

// Macros

#define SVG_RAM 0
#define SVG_FILE 1
#define SAVE_GAME_TERMINATOR 0x1d
#define AM_STARTKEY     9

// Functions

boolean G_CheckDemoStatus (void);
void G_ReadDemoTiccmd (ticcmd_t *cmd);
void G_WriteDemoTiccmd (ticcmd_t *cmd);
void G_PlayerReborn (int player);
void G_InitNew (skill_t skill, int episode, int map);

void G_DoReborn (int playernum);

void G_DoLoadLevel (void);
void G_DoNewGame (void);
void G_DoLoadGame (void);
void G_DoPlayDemo (void);
void G_DoCompleted (void);
void G_DoVictory (void);
void G_DoWorldDone (void);
void G_DoSaveGame (void);

void D_PageTicker(void);
void D_AdvanceDemo(void);

struct
{
	mobjtype_t type;
	int speed[2];
} MonsterMissileInfo[] =
{
	{ MT_IMPBALL, 10, 20 },
	{ MT_MUMMYFX1, 9, 18 },
	{ MT_KNIGHTAXE, 9, 18 },
	{ MT_REDAXE, 9, 18 },
	{ MT_BEASTBALL, 12, 20 },
	{ MT_WIZFX1, 18, 24 },
	{ MT_SNAKEPRO_A, 14, 20 },
	{ MT_SNAKEPRO_B, 14, 20 },
	{ MT_HEADFX1, 13, 20 },
	{ MT_HEADFX3, 10, 18 },
	{ MT_MNTRFX1, 20, 26 },
	{ MT_MNTRFX2, 14, 20 },
	{ MT_SRCRFX1, 20, 28 },
	{ MT_SOR2FX1, 20, 28 },
	{ -1, -1, -1 } // Terminator
};

FILE *SaveGameFP;
int SaveGameType;

gameaction_t    gameaction;
gamestate_t     gamestate;
skill_t         gameskill;
boolean         respawnmonsters;
int             gameepisode;
int             gamemap;
int                              prevmap;

boolean         paused;
boolean         sendpause;              // send a pause event next tic
boolean         sendsave;               // send a save event next tic
boolean         usergame;               // ok to save / end game

boolean         timingdemo;             // if true, exit with report on completion
int             starttime;              // for comparative timing purposes

boolean         viewactive;

boolean         deathmatch;             // only if started as net death
boolean         netgame;                // only true if packets are broadcast
boolean         playeringame[MAXPLAYERS];
player_t        players[MAXPLAYERS];

int             consoleplayer;          // player taking events and displaying
int             displayplayer;          // view being displayed
int             gametic;
int             levelstarttic;          // gametic at level start
int             totalkills, totalitems, totalsecret;    // for intermission

char            demoname[32];
boolean         demorecording;
boolean         demoplayback;
byte            *demobuffer, *demo_p;
boolean         singledemo;             // quit after playing a demo from cmdline

boolean         precache = true;        // if true, load all graphics at start

short            consistancy[MAXPLAYERS][BACKUPTICS];

byte            *savebuffer, *save_p;


//
// controls (have defaults)
//
int             key_right, key_left, key_up, key_down;
int             key_strafeleft, key_straferight;
int             key_fire, key_use, key_strafe, key_speed;
int                             key_flyup, key_flydown, key_flycenter;
int                             key_lookup, key_lookdown, key_lookcenter;
int                             key_invleft, key_invright, key_useartifact;

int             mousebfire;
int             mousebstrafe;
int             mousebforward;

int             joybfire;
int             joybstrafe;
int             joybuse;
int             joybspeed;



#define MAXPLMOVE       0x32

fixed_t         forwardmove[2] = {0x19, 0x32};
fixed_t         sidemove[2] = {0x18, 0x28};
fixed_t         angleturn[3] = {640, 1280, 320};     // + slow turn
#define SLOWTURNTICS    6

#define NUMKEYS 256
boolean         gamekeydown[NUMKEYS];
int             turnheld;                   // for accelerative turning
int                              lookheld;


boolean         mousearray[4];
boolean         *mousebuttons = &mousearray[1];
	// allow [-1]
int             mousex, mousey;             // mouse values are used once
int             dclicktime, dclickstate, dclicks;
int             dclicktime2, dclickstate2, dclicks2;

int             joyxmove, joyymove;         // joystick values are repeated
boolean         joyarray[5];
boolean         *joybuttons = &joyarray[1];     // allow [-1]

int     savegameslot;
char    savedescription[32];

int inventoryTics;

#ifdef __WATCOMC__
extern externdata_t *i_ExternData;
#endif

//=============================================================================
// Not used - ripped out for Heretic
/*
int G_CmdChecksum(ticcmd_t *cmd)
{
	int     i;
	int sum;

	sum = 0;
	for(i = 0; i < sizeof(*cmd)/4-1; i++)
	{
		sum += ((int *)cmd)[i];
	}
	return(sum);
}
*/

/*
====================
=
= G_BuildTiccmd
=
= Builds a ticcmd from all of the available inputs or reads it from the
= demo buffer.
= If recording a demo, write it out
====================
*/

extern boolean inventory;
extern int curpos;
extern int inv_ptr;

extern  int             isCyberPresent;     // is CyberMan present?
boolean usearti = true;
void I_ReadCyberCmd (ticcmd_t *cmd);

void G_BuildTiccmd (ticcmd_t *cmd)
{
	int             i;
	boolean         strafe, bstrafe;
	int             speed, tspeed, lspeed;
	int             forward, side;
	int look, arti;
	int flyheight;

	extern boolean noartiskip;

#ifdef __WATCOMC__
	int angleDelta;
	static int oldAngle;
	extern int newViewAngleOff;
	static int externInvKey;
	extern boolean automapactive;
	event_t ev;
#endif


	memset (cmd,0,sizeof(*cmd));
	//cmd->consistancy =
	//      consistancy[consoleplayer][(maketic*ticdup)%BACKUPTICS];
	cmd->consistancy =
		consistancy[consoleplayer][maketic%BACKUPTICS];
	//if (isCyberPresent)
	//	I_ReadCyberCmd (cmd);

//printf ("cons: %i\n",cmd->consistancy);

	strafe = gamekeydown[key_strafe] || mousebuttons[mousebstrafe]
		|| joybuttons[joybstrafe];
	speed = gamekeydown[key_speed] || joybuttons[joybspeed]
		|| joybuttons[joybspeed];
#ifdef __WATCOMC__
	if(useexterndriver)
	{
		speed |= (i_ExternData->buttons&EBT_SPEED);
		strafe |= (i_ExternData->buttons&EBT_STRAFE);
	}
#endif

	forward = side = look = arti = flyheight = 0;

//
// use two stage accelerative turning on the keyboard and joystick
//
	if (joyxmove < 0 || joyxmove > 0
	|| gamekeydown[key_right] || gamekeydown[key_left])
		turnheld += ticdup;
	else
		turnheld = 0;
	if (turnheld < SLOWTURNTICS)
		tspeed = 2;             // slow turn
	else
		tspeed = speed;

	if(gamekeydown[key_lookdown] || gamekeydown[key_lookup])
	{
		lookheld += ticdup;
	}
	else
	{
		lookheld = 0;
	}
	if(lookheld < SLOWTURNTICS)
	{
		lspeed = 1;
	}
	else
	{
		lspeed = 2;
	}

//
// let movement keys cancel each other out
//
	if(strafe)
	{
		if (gamekeydown[key_right])
			side += sidemove[speed];
		if (gamekeydown[key_left])
			side -= sidemove[speed];
		if (joyxmove > 0)
			side += sidemove[speed];
		if (joyxmove < 0)
			side -= sidemove[speed];
	}
	else
	{
		if (gamekeydown[key_right])
			cmd->angleturn -= angleturn[tspeed];
		if (gamekeydown[key_left])
			cmd->angleturn += angleturn[tspeed];
		if (joyxmove > 0)
			cmd->angleturn -= angleturn[tspeed];
		if (joyxmove < 0)
			cmd->angleturn += angleturn[tspeed];
	}

	if (gamekeydown[key_up])
	{
		//iprintf("forwards %x\n",key_up);
		forward += forwardmove[speed];
	}
	if (gamekeydown[key_down])
	{
		//iprintf("backwards %x\n",key_down);
		forward -= forwardmove[speed];
	}
	if (joyymove < 0)
		forward += forwardmove[speed];
	if (joyymove > 0)
		forward -= forwardmove[speed];
	if (gamekeydown[key_straferight])
		side += sidemove[speed];
	if (gamekeydown[key_strafeleft])
		side -= sidemove[speed];

	// Look up/down/center keys
	if(gamekeydown[key_lookup])
	{
		look = lspeed;
	}
	if(gamekeydown[key_lookdown])
	{
		look = -lspeed;
	}
#ifdef __WATCOMC__
	if(gamekeydown[key_lookcenter] && !useexterndriver)
	{
		look = TOCENTER;
	}
#else
	if(gamekeydown[key_lookcenter])
	{
		look = TOCENTER;
	}
#endif

#ifdef __WATCOMC__
	if(useexterndriver && look != TOCENTER && (gamestate == GS_LEVEL ||
		gamestate == GS_INTERMISSION))
	{
		if(i_ExternData->moveForward)
		{
			forward += i_ExternData->moveForward;
			if(speed)
			{
				forward <<= 1;
			}
		}
		if(i_ExternData->angleTurn)
		{
			if(strafe)
			{
				side += i_ExternData->angleTurn;
			}
			else
			{
				cmd->angleturn += i_ExternData->angleTurn;
			}
		}
		if(i_ExternData->moveSideways)
		{
			side += i_ExternData->moveSideways;
			if(speed)
			{
				side <<= 1;
			}
		}
		if(i_ExternData->buttons&EBT_CENTERVIEW)
		{
			look = TOCENTER;
			oldAngle = 0;
		}
		else if(i_ExternData->pitch)
		{
			angleDelta = i_ExternData->pitch-oldAngle;
			if(abs(angleDelta) < 35)
			{
				look = angleDelta/5;
			}
			else
			{
				look = 7*(angleDelta > 0 ? 1 : -1);
			}
			if(look == TOCENTER)
			{
				look++;
			}
			oldAngle += look*5;
		}
		if(i_ExternData->flyDirection)
		{
			if(i_ExternData->flyDirection > 0)
			{
				flyheight = 5;
			}
			else
			{
				flyheight = -5;
			}
		}
		if(abs(newViewAngleOff-i_ExternData->angleHead) < 3000)
		{
			newViewAngleOff = i_ExternData->angleHead;
		}
		if(i_ExternData->buttons&EBT_FIRE)
		{
			cmd->buttons |= BT_ATTACK;
		}
		if(i_ExternData->buttons&EBT_OPENDOOR)
		{
			cmd->buttons |= BT_USE;
		}
		if(i_ExternData->buttons&EBT_PAUSE)
		{
			cmd->buttons = BT_SPECIAL | BTS_PAUSE;
			i_ExternData->buttons &= ~EBT_PAUSE;
		}
		if(externInvKey&EBT_USEARTIFACT)
		{
			ev.type = ev_keyup;
			ev.data1 = key_useartifact;
			D_PostEvent(&ev);
			externInvKey &= ~EBT_USEARTIFACT;
		}
		else if(i_ExternData->buttons&EBT_USEARTIFACT)
		{
			externInvKey |= EBT_USEARTIFACT;
			ev.type = ev_keydown;
			ev.data1 = key_useartifact;
			D_PostEvent(&ev);
		}
		if(externInvKey&EBT_INVENTORYRIGHT)
		{
			ev.type = ev_keyup;
			ev.data1 = key_invright;
			D_PostEvent(&ev);
			externInvKey &= ~EBT_INVENTORYRIGHT;
		}
		else if(i_ExternData->buttons&EBT_INVENTORYRIGHT)
		{
			externInvKey |= EBT_INVENTORYRIGHT;
			ev.type = ev_keydown;
			ev.data1 = key_invright;
			D_PostEvent(&ev);
		}
		if(externInvKey&EBT_INVENTORYLEFT)
		{
			ev.type = ev_keyup;
			ev.data1 = key_invleft;
			D_PostEvent(&ev);
			externInvKey &= ~EBT_INVENTORYLEFT;
		}
		else if(i_ExternData->buttons&EBT_INVENTORYLEFT)
		{
			externInvKey |= EBT_INVENTORYLEFT;
			ev.type = ev_keydown;
			ev.data1 = key_invleft;
			D_PostEvent(&ev);
		}
		if(i_ExternData->buttons&EBT_FLYDROP)
		{
			flyheight = TOCENTER;
		}
		if(gamestate == GS_LEVEL)
		{
			if(externInvKey&EBT_MAP)
			{ // AutoMap
				ev.type = ev_keyup;
				ev.data1 = AM_STARTKEY;
				D_PostEvent(&ev);
				externInvKey &= ~EBT_MAP;
			}
			else if(i_ExternData->buttons&EBT_MAP)
			{
				externInvKey |= EBT_MAP;
				ev.type = ev_keydown;
				ev.data1 = AM_STARTKEY;
				D_PostEvent(&ev);
			}
		}
#if 0
		if((i = (i_ExternData->buttons>>EBT_WEAPONSHIFT)&EBT_WEAPONMASK) != 0)
		{
			cmd->buttons |= BT_CHANGE;
			cmd->buttons |= (i-1)<<BT_WEAPONSHIFT;
		}
#endif
		if(i_ExternData->buttons&EBT_WEAPONCYCLE)
		{
			int curWeapon;
			player_t *pl;

			pl = &players[consoleplayer];
			curWeapon = pl->readyweapon;
			for(curWeapon = (curWeapon+1)&7; curWeapon != pl->readyweapon;
				curWeapon = (curWeapon+1)&7)
			{
				if(pl->weaponowned[curWeapon])
				{
					if(curWeapon >= wp_goldwand && curWeapon <= wp_mace &&
						!pl->ammo[wpnlev1info[curWeapon].ammo])
					{ // weapon that requires ammo is empty
						continue;
					}
					break;
				}
			}
			cmd->buttons |= BT_CHANGE;
			cmd->buttons |= curWeapon<<BT_WEAPONSHIFT;
		}
	}
#endif

	// Fly up/down/drop keys
	if(gamekeydown[key_flyup])
	{
		flyheight = 5; // note that the actual flyheight will be twice this
	}
	if(gamekeydown[key_flydown])
	{
		flyheight = -5;
	}
	if(gamekeydown[key_flycenter])
	{
		flyheight = TOCENTER;
#ifdef __WATCOMC__
		if(!useexterndriver)
		{
			look = TOCENTER;
		}
#else
		look = TOCENTER;
#endif
	}

	// Use artifact key
	if(gamekeydown[key_useartifact])
	{
		if(gamekeydown[key_speed] && !noartiskip)
		{
			if(players[consoleplayer].inventory[inv_ptr].type != arti_none)
			{
				gamekeydown[key_useartifact] = false;
				cmd->arti = 0xff; // skip artifact code
			}
		}
		else
		{
			if(inventory)
			{
				players[consoleplayer].readyArtifact =
					players[consoleplayer].inventory[inv_ptr].type;
				inventory = false;
				cmd->arti = 0;
				usearti = false;
			}
			else if(usearti)
			{
				cmd->arti = players[consoleplayer].inventory[inv_ptr].type;
				usearti = false;
			}
		}
	}
	if(gamekeydown[127] && !cmd->arti
		&& !players[consoleplayer].powers[pw_weaponlevel2])
	{
		gamekeydown[127] = false;
		cmd->arti = arti_tomeofpower;
	}

//
// buttons
//
	cmd->chatchar = CT_dequeueChatChar();

	if (gamekeydown[key_fire] || mousebuttons[mousebfire]
		|| joybuttons[joybfire])
		cmd->buttons |= BT_ATTACK;

	if (gamekeydown[key_use] || joybuttons[joybuse] )
	{
		cmd->buttons |= BT_USE;
		dclicks = 0;                    // clear double clicks if hit use button
	}

	for(i = 0; i < NUMWEAPONS-2; i++)
	{
		if(gamekeydown['1'+i])
		{
			cmd->buttons |= BT_CHANGE;
			cmd->buttons |= i<<BT_WEAPONSHIFT;
			break;
		}
	}

//
// mouse
//
	if (mousebuttons[mousebforward])
	{
		forward += forwardmove[speed];
	}

//
// forward double click
//
	if (mousebuttons[mousebforward] != dclickstate && dclicktime > 1 )
	{
		dclickstate = mousebuttons[mousebforward];
		if (dclickstate)
			dclicks++;
		if (dclicks == 2)
		{
			cmd->buttons |= BT_USE;
			dclicks = 0;
		}
		else
			dclicktime = 0;
	}
	else
	{
		dclicktime += ticdup;
		if (dclicktime > 20)
		{
			dclicks = 0;
			dclickstate = 0;
		}
	}

//
// strafe double click
//
	bstrafe = mousebuttons[mousebstrafe]
|| joybuttons[joybstrafe];
	if (bstrafe != dclickstate2 && dclicktime2 > 1 )
	{
		dclickstate2 = bstrafe;
		if (dclickstate2)
			dclicks2++;
		if (dclicks2 == 2)
		{
			cmd->buttons |= BT_USE;
			dclicks2 = 0;
		}
		else
			dclicktime2 = 0;
	}
	else
	{
		dclicktime2 += ticdup;
		if (dclicktime2 > 20)
		{
			dclicks2 = 0;
			dclickstate2 = 0;
		}
	}

	if (strafe)
	{
		side += mousex*2;
	}
	else
	{
		cmd->angleturn -= mousex*0x8;
	}
	forward += mousey;
	mousex = mousey = 0;

	if (forward > MAXPLMOVE)
		forward = MAXPLMOVE;
	else if (forward < -MAXPLMOVE)
		forward = -MAXPLMOVE;
	if (side > MAXPLMOVE)
		side = MAXPLMOVE;
	else if (side < -MAXPLMOVE)
		side = -MAXPLMOVE;

	cmd->forwardmove += forward;
	cmd->sidemove += side;
	if(players[consoleplayer].playerstate == PST_LIVE)
	{
		if(look < 0)
		{
			look += 16;
		}
		cmd->lookfly = look;
	}
	if(flyheight < 0)
	{
		flyheight += 16;
	}
	cmd->lookfly |= flyheight<<4;

//
// special buttons
//
	if (sendpause)
	{
		sendpause = false;
		cmd->buttons = BT_SPECIAL | BTS_PAUSE;
	}

	if (sendsave)
	{
		sendsave = false;
		cmd->buttons = BT_SPECIAL | BTS_SAVEGAME | (savegameslot<<BTS_SAVESHIFT);
	}

}


/*
==============
=
= G_DoLoadLevel
=
==============
*/

void G_DoLoadLevel (void)
{
	int             i;

	levelstarttic = gametic;        // for time calculation
	gamestate = GS_LEVEL;
	for (i=0 ; i<MAXPLAYERS ; i++)
	{
		if (playeringame[i] && players[i].playerstate == PST_DEAD)
			players[i].playerstate = PST_REBORN;
		memset (players[i].frags,0,sizeof(players[i].frags));
	}

	P_SetupLevel (gameepisode, gamemap, 0, gameskill);
	displayplayer = consoleplayer;      // view the guy you are playing
	starttime = I_GetTime ();
	gameaction = ga_nothing;
	Z_CheckHeap ();

//
// clear cmd building stuff
//

	memset (gamekeydown, 0, sizeof(gamekeydown));
	joyxmove = joyymove = 0;
	mousex = mousey = 0;
	sendpause = sendsave = paused = false;
	memset (mousebuttons, 0, sizeof(mousebuttons));
	memset (joybuttons, 0, sizeof(joybuttons));
}


/*
===============================================================================
=
= G_Responder
=
= get info needed to make ticcmd_ts for the players
=
===============================================================================
*/

boolean G_Responder(event_t *ev)
{
	player_t *plr;
	extern boolean MenuActive;

	plr = &players[consoleplayer];
	plr->cheats |= CF_GODMODE;
	//plr->cheats |= CF_NOMOMENTUM;
	//plr->cheats |= CF_NOCLIP;
	if(ev->type == ev_keyup && ev->data1 == key_useartifact)
	{ // flag to denote that it's okay to use an artifact
		if(!inventory)
		{
			plr->readyArtifact = plr->inventory[inv_ptr].type;
		}
		usearti = true;
	}

	// Check for spy mode player cycle
	if(gamestate == GS_LEVEL && ev->type == ev_keydown
		&& ev->data1 == KEY_F12 && !deathmatch)
	{ // Cycle the display player
		do
		{
			displayplayer++;
			if(displayplayer == MAXPLAYERS)
			{
				displayplayer = 0;
			}
		} while(!playeringame[displayplayer]
			&& displayplayer != consoleplayer);
		return(true);
	}

	if(gamestate == GS_LEVEL)
	{
		if(CT_Responder(ev))
		{ // Chat ate the event
			return(true);
		}
		if(SB_Responder(ev))
		{ // Status bar ate the event
			return(true);
		}
		if(AM_Responder(ev))
		{ // Automap ate the event
			return(true);
		}
	}

	switch(ev->type)
	{
		case ev_keydown:
			if(ev->data1 == key_invleft)
			{
				inventoryTics = 5*35;
				if(!inventory)
				{
					inventory = true;
					break;
				}
				inv_ptr--;
				if(inv_ptr < 0)
				{
					inv_ptr = 0;
				}
				else
				{
					curpos--;
					if(curpos < 0)
					{
						curpos = 0;
					}
				}
				return(true);
			}
			if(ev->data1 == key_invright)
			{
				inventoryTics = 5*35;
				if(!inventory)
				{
					inventory = true;
					break;
				}
				inv_ptr++;
				if(inv_ptr >= plr->inventorySlotNum)
				{
					inv_ptr--;
					if(inv_ptr < 0)
						inv_ptr = 0;
				}
				else
				{
					curpos++;
					if(curpos > 6)
					{
						curpos = 6;
					}
				}
				return(true);
			}
			if(ev->data1 == KEY_PAUSE && !MenuActive)
			{
				sendpause = true;
				return(true);
			}
			if(ev->data1 < NUMKEYS)
			{
				//iprintf("gamekey down %x\n",ev->data1);
				gamekeydown[ev->data1] = true;
			}
			return(true); // eat key down events

		case ev_keyup:
			if(ev->data1 < NUMKEYS)
			{
				//iprintf("gamekey up %x\n",ev->data1);
				gamekeydown[ev->data1] = false;
			}
			return(false); // always let key up events filter down

		case ev_mouse:
			mousebuttons[0] = ev->data1&1;
			mousebuttons[1] = ev->data1&2;
			mousebuttons[2] = ev->data1&4;
			mousex = ev->data2*(mouseSensitivity+5)/10;
			mousey = ev->data3*(mouseSensitivity+5)/10;
			return(true); // eat events

		case ev_joystick:
			joybuttons[0] = ev->data1&1;
			joybuttons[1] = ev->data1&2;
			joybuttons[2] = ev->data1&4;
			joybuttons[3] = ev->data1&8;
			joyxmove = ev->data2;
			joyymove = ev->data3;
			return(true); // eat events

		default:
			break;
	}
	return(false);
}

/*
===============================================================================
=
= G_Ticker
=
===============================================================================
*/

void G_Ticker (void)
{
	int                     i, buf;
	ticcmd_t        *cmd;

//
// do player reborns if needed
//
	for (i=0 ; i<MAXPLAYERS ; i++)
		if (playeringame[i] && players[i].playerstate == PST_REBORN)
			G_DoReborn (i);

//
// do things to change the game state
//
	while (gameaction != ga_nothing)
	{
		switch (gameaction)
		{
		case ga_loadlevel:
			G_DoLoadLevel ();
			break;
		case ga_newgame:
			G_DoNewGame ();
			break;
		case ga_loadgame:
			G_DoLoadGame ();
			break;
		case ga_savegame:
			G_DoSaveGame ();
			break;
		case ga_playdemo:
			G_DoPlayDemo ();
			break;
		case ga_screenshot:
			M_ScreenShot ();
			gameaction = ga_nothing;
			break;
		case ga_completed:
			G_DoCompleted ();
			break;
		case ga_worlddone:
			G_DoWorldDone();
			break;
		case ga_victory:
			F_StartFinale();
			break;
		default:
			break;
		}
	}


//
// get commands, check consistancy, and build new consistancy check
//
	//buf = gametic%BACKUPTICS;
	buf = (gametic/ticdup)%BACKUPTICS;

	for (i=0 ; i<MAXPLAYERS ; i++)
		if (playeringame[i])
		{
			cmd = &players[i].cmd;

			memcpy (cmd, &netcmds[i][buf], sizeof(ticcmd_t));

			if (demoplayback)
				G_ReadDemoTiccmd (cmd);
			if (demorecording)
				G_WriteDemoTiccmd (cmd);

			if (netgame && !(gametic%ticdup) )
			{
				if (gametic > BACKUPTICS
				&& consistancy[i][buf] != cmd->consistancy)
				{
					I_Error ("consistency failure (%i should be %i)",cmd->consistancy, consistancy[i][buf]);
				}
				if (players[i].mo)
					consistancy[i][buf] = players[i].mo->x;
				else
					consistancy[i][buf] = rndindex;
			}
		}

//
// check for special buttons
//
	for (i=0 ; i<MAXPLAYERS ; i++)
		if (playeringame[i])
		{
			if (players[i].cmd.buttons & BT_SPECIAL)
			{
				switch (players[i].cmd.buttons & BT_SPECIALMASK)
				{
				case BTS_PAUSE:
					paused ^= 1;
					if(paused)
					{
						S_PauseSound();
					}
					else
					{
						S_ResumeSound();
					}
					break;

				case BTS_SAVEGAME:
					if (!savedescription[0])
					{
						if(netgame)
						{
							strcpy (savedescription, "NET GAME");
						}
						else
						{
							strcpy(savedescription, "SAVE GAME");
						}
					}
					savegameslot =
						(players[i].cmd.buttons & BTS_SAVEMASK)>>BTS_SAVESHIFT;
					gameaction = ga_savegame;
					break;
				}
			}
		}
	// turn inventory off after a certain amount of time
	if(inventory && !(--inventoryTics))
	{
		players[consoleplayer].readyArtifact =
			players[consoleplayer].inventory[inv_ptr].type;
		inventory = false;
		cmd->arti = 0;
	}
//
// do main actions
//
//
// do main actions
//
	switch (gamestate)
	{
		case GS_LEVEL:
			P_Ticker ();
			SB_Ticker ();
			AM_Ticker ();
			CT_Ticker();
			break;
		case GS_INTERMISSION:
			IN_Ticker ();
			break;
		case GS_FINALE:
			F_Ticker();
			break;
		case GS_DEMOSCREEN:
			D_PageTicker ();
			break;
	}
}


/*
==============================================================================

						PLAYER STRUCTURE FUNCTIONS

also see P_SpawnPlayer in P_Things
==============================================================================
*/

/*
====================
=
= G_InitPlayer
=
= Called at the start
= Called by the game initialization functions
====================
*/

void G_InitPlayer (int player)
{
	player_t        *p;

// set up the saved info
	p = &players[player];

// clear everything else to defaults
	G_PlayerReborn (player);

}


/*
====================
=
= G_PlayerFinishLevel
=
= Can when a player completes a level
====================
*/
extern int curpos;
extern int inv_ptr;
extern int playerkeys;

void G_PlayerFinishLevel(int player)
{
	player_t *p;
	int i;

/*      // BIG HACK
	inv_ptr = 0;
	curpos = 0;
*/
	// END HACK
	p = &players[player];
	for(i=0; i<p->inventorySlotNum; i++)
	{
		p->inventory[i].count = 1;
	}
	p->artifactCount = p->inventorySlotNum;

	if(!deathmatch)
	{
		for(i = 0; i < 16; i++)
		{
			P_PlayerUseArtifact(p, arti_fly);
		}
	}
	memset(p->powers, 0, sizeof(p->powers));
	memset(p->keys, 0, sizeof(p->keys));
	playerkeys = 0;
//      memset(p->inventory, 0, sizeof(p->inventory));
	if(p->chickenTics)
	{
		p->readyweapon = p->mo->special1; // Restore weapon
		p->chickenTics = 0;
	}
	p->messageTics = 0;
	p->lookdir = 0;
	p->mo->flags &= ~MF_SHADOW; // Remove invisibility
	p->extralight = 0; // Remove weapon flashes
	p->fixedcolormap = 0; // Remove torch
	p->damagecount = 0; // No palette changes
	p->bonuscount = 0;
	p->rain1 = NULL;
	p->rain2 = NULL;
	if(p == &players[consoleplayer])
	{
		SB_state = -1; // refresh the status bar
	}
}

/*
====================
=
= G_PlayerReborn
=
= Called after a player dies
= almost everything is cleared and initialized
====================
*/

void G_PlayerReborn(int player)
{
	player_t *p;
	int i;
	int frags[MAXPLAYERS];
	int killcount, itemcount, secretcount;
	boolean secret;

	secret = false;
	memcpy(frags, players[player].frags, sizeof(frags));
	killcount = players[player].killcount;
	itemcount = players[player].itemcount;
	secretcount = players[player].secretcount;

	p = &players[player];
	if(p->didsecret)
	{
		secret = true;
	}
	memset(p, 0, sizeof(*p));

	memcpy(players[player].frags, frags, sizeof(players[player].frags));
	players[player].killcount = killcount;
	players[player].itemcount = itemcount;
	players[player].secretcount = secretcount;

	p->usedown = p->attackdown = true; // don't do anything immediately
	p->playerstate = PST_LIVE;
	p->health = MAXHEALTH;
	p->readyweapon = p->pendingweapon = wp_goldwand;
	p->weaponowned[wp_staff] = true;
	p->weaponowned[wp_goldwand] = true;
	p->messageTics = 0;
	p->lookdir = 0;
	p->ammo[am_goldwand] = 50;
	for(i = 0; i < NUMAMMO; i++)
	{
		p->maxammo[i] = maxammo[i];
	}
	if(gamemap == 9 || secret)
	{
		p->didsecret = true;
	}
	if(p == &players[consoleplayer])
	{
		SB_state = -1; // refresh the status bar
		inv_ptr = 0; // reset the inventory pointer
		curpos = 0;
	}
}

/*
====================
=
= G_CheckSpot
=
= Returns false if the player cannot be respawned at the given mapthing_t spot
= because something is occupying it
====================
*/

void P_SpawnPlayer (mapthing_t *mthing);

boolean G_CheckSpot (int playernum, mapthing_t *mthing)
{
	fixed_t         x,y;
	subsector_t *ss;
	unsigned        an;
	mobj_t      *mo;

	x = mthing->x << FRACBITS;
	y = mthing->y << FRACBITS;

	players[playernum].mo->flags2 &= ~MF2_PASSMOBJ;
	if (!P_CheckPosition (players[playernum].mo, x, y) )
	{
		players[playernum].mo->flags2 |= MF2_PASSMOBJ;
		return false;
	}
	players[playernum].mo->flags2 |= MF2_PASSMOBJ;

// spawn a teleport fog
	ss = R_PointInSubsector (x,y);
	an = ( ANG45 * (mthing->angle/45) ) >> ANGLETOFINESHIFT;

	mo = P_SpawnMobj (x+20*finecosine[an], y+20*finesine[an]
	, ss->sector->floorheight+TELEFOGHEIGHT
, MT_TFOG);

	if (players[consoleplayer].viewz != 1)
		S_StartSound (mo, sfx_telept);  // don't start sound on first frame

	return true;
}

/*
====================
=
= G_DeathMatchSpawnPlayer
=
= Spawns a player at one of the random death match spots
= called at level load and each death
====================
*/

void G_DeathMatchSpawnPlayer (int playernum)
{
	int             i,j;
	int             selections;

	selections = deathmatch_p - deathmatchstarts;
	if (selections < 4)
		I_Error ("Only %i deathmatch spots, 4 required", selections);

	for (j=0 ; j<20 ; j++)
	{
		i = P_Random() % selections;
		if (G_CheckSpot (playernum, &deathmatchstarts[i]) )
		{
			deathmatchstarts[i].type = playernum+1;
			P_SpawnPlayer (&deathmatchstarts[i]);
			return;
		}
	}

// no good spot, so the player will probably get stuck
	P_SpawnPlayer (&playerstarts[playernum]);
}

/*
====================
=
= G_DoReborn
=
====================
*/

void G_DoReborn (int playernum)
{
	int                             i;

	if (G_CheckDemoStatus ())
		return;
	if (!netgame)
		gameaction = ga_loadlevel;                      // reload the level from scratch
	else
	{       // respawn at the start
		players[playernum].mo->player = NULL;   // dissasociate the corpse

		// spawn at random spot if in death match
		if (deathmatch)
		{
			G_DeathMatchSpawnPlayer (playernum);
			return;
		}

		if (G_CheckSpot (playernum, &playerstarts[playernum]) )
		{
			P_SpawnPlayer (&playerstarts[playernum]);
			return;
		}
		// try to spawn at one of the other players spots
		for (i=0 ; i<MAXPLAYERS ; i++)
			if (G_CheckSpot (playernum, &playerstarts[i]) )
			{
				playerstarts[i].type = playernum+1;             // fake as other player
				P_SpawnPlayer (&playerstarts[i]);
				playerstarts[i].type = i+1;                             // restore
				return;
			}
		// he's going to be inside something.  Too bad.
		P_SpawnPlayer (&playerstarts[playernum]);
	}
}


void G_ScreenShot (void)
{
	gameaction = ga_screenshot;
}


/*
====================
=
= G_DoCompleted
=
====================
*/

boolean         secretexit;

void G_ExitLevel (void)
{
	secretexit = false;
	gameaction = ga_completed;
}

void G_SecretExitLevel (void)
{
	secretexit = true;
	gameaction = ga_completed;
}

void G_DoCompleted(void)
{
	int i;
	static int afterSecret[5] = { 7, 5, 5, 5, 4 };

	gameaction = ga_nothing;
	if(G_CheckDemoStatus())
	{
		return;
	}
	for(i = 0; i < MAXPLAYERS; i++)
	{
		if(playeringame[i])
		{
			G_PlayerFinishLevel(i);
		}
	}
	prevmap = gamemap;
	if(secretexit == true)
	{
		gamemap = 9;
	}
	else if(gamemap == 9)
	{ // Finished secret level
		gamemap = afterSecret[gameepisode-1];
	}
	else if(gamemap == 8)
	{
		gameaction = ga_victory;
		return;
	}
	else
	{
		gamemap++;
	}
	gamestate = GS_INTERMISSION;
	IN_Start();
}

//============================================================================
//
// G_WorldDone
//
//============================================================================

void G_WorldDone(void)
{
	gameaction = ga_worlddone;
}

//============================================================================
//
// G_DoWorldDone
//
//============================================================================

void G_DoWorldDone(void)
{
	gamestate = GS_LEVEL;
	G_DoLoadLevel();
	gameaction = ga_nothing;
	viewactive = true;
}

//---------------------------------------------------------------------------
//
// PROC G_LoadGame
//
// Can be called by the startup code or the menu task.
//
//---------------------------------------------------------------------------

char savename[256];

void G_LoadGame(char *name)
{
	strcpy(savename, name);
	gameaction = ga_loadgame;
}

//---------------------------------------------------------------------------
//
// PROC G_DoLoadGame
//
// Called by G_Ticker based on gameaction.
//
//---------------------------------------------------------------------------

#define VERSIONSIZE 16

void G_DoLoadGame(void)
{
	int length;
	int i;
	int a, b, c;
	char vcheck[VERSIONSIZE];

	gameaction = ga_nothing;

	length = M_ReadFile(savename, &savebuffer);
	save_p = savebuffer+SAVESTRINGSIZE;
	// Skip the description field
	memset(vcheck, 0, sizeof(vcheck));
	sprintf(vcheck, "version %i", VERSION);
	if (strcmp (save_p, vcheck))
	{ // Bad version
		return;
	}
	save_p += VERSIONSIZE;
	gameskill = *save_p++;
	gameepisode = *save_p++;
	gamemap = *save_p++;
	for(i = 0; i < MAXPLAYERS; i++)
	{
		playeringame[i] = *save_p++;
	}
	// Load a base level
	G_InitNew(gameskill, gameepisode, gamemap);

	// Create leveltime
	a = *save_p++;
	b = *save_p++;
	c = *save_p++;
	leveltime = (a<<16)+(b<<8)+c;

	// De-archive all the modifications
	P_UnArchivePlayers();
	P_UnArchiveWorld();
	P_UnArchiveThinkers();
	P_UnArchiveSpecials();

	if(*save_p != SAVE_GAME_TERMINATOR)
	{ // Missing savegame termination marker
		I_Error("Bad savegame");
	}
	Z_Free(savebuffer);
}


/*
====================
=
= G_InitNew
=
= Can be called by the startup code or the menu task
= consoleplayer, displayplayer, playeringame[] should be set
====================
*/

skill_t d_skill;
int     d_episode;
int     d_map;

void G_DeferedInitNew (skill_t skill, int episode, int map)
{
	d_skill = skill;
	d_episode = episode;
	d_map = map;
	gameaction = ga_newgame;
}

void G_DoNewGame (void)
{
	G_InitNew (d_skill, d_episode, d_map);
	gameaction = ga_nothing;
}

extern  int                     skytexture;

void G_InitNew(skill_t skill, int episode, int map)
{
	int i;
	int speed;
	static char *skyLumpNames[5] =
	{
		"SKY1", "SKY2", "SKY3", "SKY1", "SKY3"
	};

	if(paused)
	{
		paused = false;
		S_ResumeSound();
	}
	if(skill < sk_baby)
		skill = sk_baby;
	if(skill > sk_nightmare)
		skill = sk_nightmare;
	if(episode < 1)
		episode = 1;
	// Up to 9 episodes for testing
	if(episode > 9)
		episode = 9;
	if(map < 1)
		map = 1;
	if(map > 9)
		map = 9;
	M_ClearRandom();
	if(respawnparm)
	{
		respawnmonsters = true;
	}
	else
	{
		respawnmonsters = false;
	}
	// Set monster missile speeds
	speed = (skill == sk_nightmare ? 1 : 0);
	for(i = 0; MonsterMissileInfo[i].type != -1; i++)
	{
		mobjinfo[MonsterMissileInfo[i].type].speed
			= MonsterMissileInfo[i].speed[speed]<<FRACBITS;
	}
	// Force players to be initialized upon first level load
	for(i = 0; i < MAXPLAYERS; i++)
	{
		players[i].playerstate = PST_REBORN;
		players[i].didsecret = false;
	}
	// Set up a bunch of globals
	usergame = true; // will be set false if a demo
	paused = false;
	demorecording = false;
	demoplayback = false;
	viewactive = true;
	gameepisode = episode;
	gamemap = map;
	gameskill = skill;
	viewactive = true;
	BorderNeedRefresh = true;

	// Set the sky map
	if(episode > 5)
	{
		skytexture = R_TextureNumForName("SKY1");
	}
	else
	{
		skytexture = R_TextureNumForName(skyLumpNames[episode-1]);
	}

//
// give one null ticcmd_t
//
#if 0
	gametic = 0;
	maketic = 1;
	for (i=0 ; i<MAXPLAYERS ; i++)
		nettics[i] = 1;                 // one null event for this gametic
	memset (localcmds,0,sizeof(localcmds));
	memset (netcmds,0,sizeof(netcmds));
#endif
	G_DoLoadLevel();
}


/*
===============================================================================

							DEMO RECORDING

===============================================================================
*/

#define DEMOMARKER      0x80

void G_ReadDemoTiccmd (ticcmd_t *cmd)
{
	if (*demo_p == DEMOMARKER)
	{       // end of demo data stream
		G_CheckDemoStatus ();
		return;
	}
	cmd->forwardmove = ((signed char)*demo_p++);
	cmd->sidemove = ((signed char)*demo_p++);
	cmd->angleturn = ((unsigned char)*demo_p++)<<8;
	cmd->buttons = (unsigned char)*demo_p++;
	cmd->lookfly = (unsigned char)*demo_p++;
	cmd->arti = (unsigned char)*demo_p++;
}

void G_WriteDemoTiccmd (ticcmd_t *cmd)
{
	if (gamekeydown['q'])           // press q to end demo recording
		G_CheckDemoStatus ();
	*demo_p++ = cmd->forwardmove;
	*demo_p++ = cmd->sidemove;
	*demo_p++ = cmd->angleturn>>8;
	*demo_p++ = cmd->buttons;
	*demo_p++ = cmd->lookfly;
	*demo_p++ = cmd->arti;
	demo_p -= 6;
	G_ReadDemoTiccmd (cmd);         // make SURE it is exactly the same
}



/*
===================
=
= G_RecordDemo
=
===================
*/

void G_RecordDemo (skill_t skill, int numplayers, int episode, int map, char *name)
{
	int             i;

	G_InitNew (skill, episode, map);
	usergame = false;
	strcpy (demoname, name);
	strcat (demoname, ".lmp");
	demobuffer = demo_p = Z_Malloc (0x20000,PU_STATIC,NULL);
	*demo_p++ = skill;
	*demo_p++ = episode;
	*demo_p++ = map;

	for (i=0 ; i<MAXPLAYERS ; i++)
		*demo_p++ = playeringame[i];

	demorecording = true;
}


/*
===================
=
= G_PlayDemo
=
===================
*/

char    *defdemoname;

void G_DeferedPlayDemo (char *name)
{
	defdemoname = name;
	gameaction = ga_playdemo;
}

void G_DoPlayDemo (void)
{
	skill_t skill;
	int             i, episode, map;

	gameaction = ga_nothing;
	demobuffer = demo_p = W_CacheLumpName (defdemoname, PU_STATIC);
	skill = *demo_p++;
	episode = *demo_p++;
	map = *demo_p++;

	for (i=0 ; i<MAXPLAYERS ; i++)
		playeringame[i] = *demo_p++;

	precache = false;               // don't spend a lot of time in loadlevel
	G_InitNew (skill, episode, map);
	precache = true;
	usergame = false;
	demoplayback = true;
}


/*
===================
=
= G_TimeDemo
=
===================
*/

void G_TimeDemo (char *name)
{
	skill_t skill;
	int             episode, map;

	demobuffer = demo_p = W_CacheLumpName (name, PU_STATIC);
	skill = *demo_p++;
	episode = *demo_p++;
	map = *demo_p++;
	G_InitNew (skill, episode, map);
	usergame = false;
	demoplayback = true;
	timingdemo = true;
	singletics = true;
}


/*
===================
=
= G_CheckDemoStatus
=
= Called after a death or level completion to allow demos to be cleaned up
= Returns true if a new demo loop action will take place
===================
*/

boolean G_CheckDemoStatus (void)
{
	int             endtime;

	if (timingdemo)
	{
		endtime = I_GetTime ();
		I_Error ("timed %i gametics in %i realtics",gametic
		, endtime-starttime);
	}

	if (demoplayback)
	{
		if (singledemo)
			I_Quit ();

		Z_ChangeTag (demobuffer, PU_CACHE);
		demoplayback = false;
		D_AdvanceDemo ();
		return true;
	}

	if (demorecording)
	{
		*demo_p++ = DEMOMARKER;
		M_WriteFile (demoname, demobuffer, demo_p - demobuffer);
		Z_Free (demobuffer);
		demorecording = false;
		I_Error ("Demo %s recorded",demoname);
	}

	return false;
}

/**************************************************************************/
/**************************************************************************/

//==========================================================================
//
// G_SaveGame
//
// Called by the menu task.  <description> is a 24 byte text string.
//
//==========================================================================

void G_SaveGame(int slot, char *description)
{
	savegameslot = slot;
	strcpy(savedescription, description);
	sendsave = true;
}

//==========================================================================
//
// G_DoSaveGame
//
// Called by G_Ticker based on gameaction.
//
//==========================================================================

void G_DoSaveGame(void)
{
	int i;
	char name[100];
	char verString[VERSIONSIZE];
	char *description;

	if(cdrom)
	{
		sprintf(name, SAVEGAMENAMECD"%d.hsg", savegameslot);
	}
	else
	{
		sprintf(name, SAVEGAMENAME"%d.hsg", savegameslot);
	}
	description = savedescription;

	SV_Open(name);
	SV_Write(description, SAVESTRINGSIZE);
	memset(verString, 0, sizeof(verString));
	sprintf(verString, "version %i", VERSION);
	SV_Write(verString, VERSIONSIZE);
	SV_WriteByte(gameskill);
	SV_WriteByte(gameepisode);
	SV_WriteByte(gamemap);
	for(i = 0; i < MAXPLAYERS; i++)
	{
		SV_WriteByte(playeringame[i]);
	}
	SV_WriteByte(leveltime>>16);
	SV_WriteByte(leveltime>>8);
	SV_WriteByte(leveltime);
	P_ArchivePlayers();
	P_ArchiveWorld();
	P_ArchiveThinkers();
	P_ArchiveSpecials();
	SV_Close(name);

	gameaction = ga_nothing;
	savedescription[0] = 0;
	P_SetMessage(&players[consoleplayer], TXT_GAMESAVED, true);
}

//==========================================================================
//
// SV_Open
//
//==========================================================================

void SV_Open(char *fileName)
{
	MallocFailureOk = true;
	save_p = savebuffer = Z_Malloc(SAVEGAMESIZE, PU_STATIC, NULL);
	MallocFailureOk = false;
	if(savebuffer == NULL)
	{ // Not enough memory - use file save method
		SaveGameType = SVG_FILE;
		SaveGameFP = fopen(fileName, "wb");
	}
	else
	{
		SaveGameType = SVG_RAM;
	}
}

//==========================================================================
//
// SV_Close
//
//==========================================================================

void SV_Close(char *fileName)
{
	int length;

	SV_WriteByte(SAVE_GAME_TERMINATOR);
	if(SaveGameType == SVG_RAM)
	{
		length = save_p-savebuffer;
		if(length > SAVEGAMESIZE)
		{
			I_Error("Savegame buffer overrun");
		}
		M_WriteFile(fileName, savebuffer, length);
		Z_Free(savebuffer);
	}
	else
	{ // SVG_FILE
		fclose(SaveGameFP);
	}
}

//==========================================================================
//
// SV_Write
//
//==========================================================================

void SV_Write(void *buffer, int size)
{
	if(SaveGameType == SVG_RAM)
	{
		memcpy(save_p, buffer, size);
		save_p += size;
	}
	else
	{ // SVG_FILE
		fwrite(buffer, size, 1, SaveGameFP);
	}
}

void SV_WriteByte(byte val)
{
	SV_Write(&val, sizeof(byte));
}

void SV_WriteWord(unsigned short val)
{
	SV_Write(&val, sizeof(unsigned short));
}

void SV_WriteLong(unsigned int val)
{
	SV_Write(&val, sizeof(int));
}
